Make virtual keyboard even stronger

- Show a textbox (with highlighted border) so the console font is more likely to be legible.
    - Increases the width of the virtual keys to match this.
- Show menu entry name and tooltip on faded view (if they exist), for additional context for what you're writing
- Make the text entry and the virtual keys slide seperately
This commit is contained in:
toaster 2023-05-20 20:43:00 +01:00
parent d86743f0ba
commit 38ddfeeef8
2 changed files with 171 additions and 127 deletions

View file

@ -357,159 +357,204 @@ void M_DrawMenuForeground(void)
} }
} }
//
// M_DrawMenuTooltips
//
// Draw a banner across the top of the screen, with a description of the current option displayed
//
static void M_DrawMenuTooltips(void)
{
if (currentMenu->menuitems[itemOn].tooltip != NULL)
{
V_DrawFixedPatch(0, 0, FRACUNIT, 0, W_CachePatchName("MENUHINT", PU_CACHE), NULL);
V_DrawCenteredThinString(BASEVIDWIDTH/2, 12, V_ALLOWLOWERCASE|V_6WIDTHSPACE, currentMenu->menuitems[itemOn].tooltip);
}
}
// Draws the typing submenu // Draws the typing submenu
static void M_DrawMenuTyping(void) static void M_DrawMenuTyping(void)
{ {
INT32 i, j; INT32 i, j;
INT32 x; INT32 x, y;
INT32 y = 100 + (9-menutyping.menutypingfade)*8;
INT32 tflag = (9 - menutyping.menutypingfade)<<V_ALPHASHIFT;
consvar_t *cv = currentMenu->menuitems[itemOn].itemaction.cvar; consvar_t *cv = currentMenu->menuitems[itemOn].itemaction.cvar;
char buf[8]; // We write there to use drawstring for convenience. char buf[8]; // We write there to use drawstring for convenience.
V_DrawFadeScreen(31, menutyping.menutypingfade); V_DrawFadeScreen(31, (menutyping.menutypingfade+1)/2);
// Draw the string we're editing at the top. // Draw the string we're editing at the top.
V_DrawString(60, y-48 + 12, V_ALLOWLOWERCASE|tflag, cv->string);
if (skullAnimCounter < 4)
V_DrawCharacter(60 + V_StringWidth(cv->string, 0), y - 35, '_' | 0x80, false);
// Some contextual stuff const INT32 boxwidth = (8*(MAXSTRINGLENGTH + 1)) + 7;
if (menutyping.keyboardtyping) x = (BASEVIDWIDTH - boxwidth)/2;
V_DrawThinString(10, 175, V_ALLOWLOWERCASE|V_6WIDTHSPACE|tflag|V_GRAYMAP, "Type using your keyboard. Press Enter to confirm & exit.\nUse your controller or any directional input to use the Virtual Keyboard.\n"); y = 80;
if (menutyping.menutypingfade < 9)
y += (9-menutyping.menutypingfade)*10;
else else
V_DrawThinString(10, 175, V_ALLOWLOWERCASE|V_6WIDTHSPACE|tflag|V_GRAYMAP, "Type using the Virtual Keyboard. Use the \'OK\' button to confirm & exit.\nPress any keyboard key not bound to a control to use it."); y += (9-menutyping.menutypingfade);
#define BUTTONWIDTH (14) if (currentMenu->menuitems[itemOn].text)
{
V_DrawThinString(x + 5, y - 2, highlightflags|V_ALLOWLOWERCASE, currentMenu->menuitems[itemOn].text);
}
M_DrawMenuTooltips();
//M_DrawTextBox(x, y + 4, MAXSTRINGLENGTH, 1);
V_DrawFill(x + 5, y + 4 + 5, boxwidth - 8, 8+6, 159);
V_DrawFill(x + 4, y + 4 + 4, boxwidth - 6, 1, 121);
V_DrawFill(x + 4, y + 4 + 5 + 8 + 6, boxwidth - 6, 1, 121);
V_DrawFill(x + 4, y + 4 + 5, 1, 8+6, 121);
V_DrawFill(x + 5 + boxwidth - 8, y + 4 + 5, 1, 8+6, 121);
V_DrawString(x + 8, y + 12, V_ALLOWLOWERCASE, cv->string);
if (skullAnimCounter < 4)
V_DrawCharacter(x + 8 + V_StringWidth(cv->string, 0), y + 12 + 1, '_' | 0x80, false);
const INT32 buttonwidth = ((boxwidth + 1)/NUMVIRTUALKEYSINROW);
#define BUTTONHEIGHT (11) #define BUTTONHEIGHT (11)
// Now the keyboard itself // Now the keyboard itself
INT32 returnx = (BASEVIDWIDTH - (((BUTTONWIDTH + 1)*NUMVIRTUALKEYSINROW)-1))/2; x += 5;
INT32 tempkeyboardx = menutyping.keyboardx; INT32 returnx = x;
while (virtualKeyboard[menutyping.keyboardy][tempkeyboardx] == 1 if (menutyping.menutypingfade > 9)
&& tempkeyboardx > 0)
tempkeyboardx--;
x = returnx;
for (i=0; i < 5; i++)
{ {
j = 0; y += 36 + 80 + (9-menutyping.menutypingfade)*10; // double yoffs for animation
while (j < NUMVIRTUALKEYSINROW)
INT32 tempkeyboardx = menutyping.keyboardx;
while (virtualKeyboard[menutyping.keyboardy][tempkeyboardx] == 1
&& tempkeyboardx > 0)
tempkeyboardx--;
for (i = 0; i < 5; i++)
{ {
INT32 mflag = V_ALLOWLOWERCASE|V_6WIDTHSPACE; j = 0;
INT16 c = virtualKeyboard[i][j]; while (j < NUMVIRTUALKEYSINROW)
INT32 buttonspacing = 1;
UINT8 col = 27;
INT32 arrowoffset = 0;
while (j + buttonspacing < NUMVIRTUALKEYSINROW
&& virtualKeyboard[i][j + buttonspacing] == 1)
{ {
buttonspacing++; INT32 mflag = V_ALLOWLOWERCASE|V_6WIDTHSPACE;
} INT16 c = virtualKeyboard[i][j];
if (menutyping.keyboardshift ^ menutyping.keyboardcapslock) INT32 buttonspacing = 1;
c = shift_virtualKeyboard[i][j];
if (i < 4 && j < NUMVIRTUALKEYSINROW-2) UINT8 col = 27;
{
col = 25;
}
if (c == KEY_BACKSPACE) INT32 arrowoffset = 0;
{
arrowoffset = 1;
buf[0] = '\x1C'; // left arrow
buf[1] = '\0';
}
else if (c == KEY_RSHIFT)
{
arrowoffset = 2;
buf[0] = '\x1A'; // up arrow
buf[1] = '\0';
if (menutyping.keyboardcapslock || menutyping.keyboardshift) while (j + buttonspacing < NUMVIRTUALKEYSINROW
&& virtualKeyboard[i][j + buttonspacing] == 1)
{ {
col = 22; buttonspacing++;
} }
}
else if (c == KEY_ENTER)
{
strcpy(buf, "OK");
}
else if (c == KEY_SPACE)
{
strcpy(buf, "Space");
}
else
{
buf[0] = c;
buf[1] = '\0';
}
INT32 width = ((BUTTONWIDTH + 1) * buttonspacing) - 1; if (menutyping.keyboardshift ^ menutyping.keyboardcapslock)
c = shift_virtualKeyboard[i][j];
// highlight: if (i < 4 && j < NUMVIRTUALKEYSINROW-2)
if (menutyping.keyboardtyping)
{
mflag |= V_TRANSLUCENT; // grey it out if we can't use it.
}
else
{
if (tempkeyboardx == j && menutyping.keyboardy == i)
{ {
V_DrawFill(x + 1, y + 1, width - 2, BUTTONHEIGHT - 2, col - 3); col = 25;
}
V_DrawFill(x, y, width, 1, 121); if (c == KEY_BACKSPACE)
V_DrawFill(x, y + BUTTONHEIGHT - 1, width, 1, 121); {
arrowoffset = 1;
buf[0] = '\x1C'; // left arrow
buf[1] = '\0';
}
else if (c == KEY_RSHIFT)
{
arrowoffset = 2;
buf[0] = '\x1A'; // up arrow
buf[1] = '\0';
V_DrawFill(x, y + 1, 1, BUTTONHEIGHT - 2, 121); if (menutyping.keyboardcapslock || menutyping.keyboardshift)
V_DrawFill(x + width - 1, y + 1, 1, BUTTONHEIGHT - 2, 121); {
col = 22;
mflag |= highlightflags; }
}
else if (c == KEY_ENTER)
{
strcpy(buf, "OK");
}
else if (c == KEY_SPACE)
{
strcpy(buf, "Space");
} }
else else
{ {
V_DrawFill(x, y, width, BUTTONHEIGHT, col); buf[0] = c;
buf[1] = '\0';
} }
}
if (arrowoffset != 0) INT32 width = (buttonwidth * buttonspacing) - 1;
{
if (c == KEY_RSHIFT) // highlight:
/*if (menutyping.keyboardtyping)
{ {
V_DrawFill(x + width - 5, y + 1, 4, 4, 31); mflag |= V_TRANSLUCENT; // grey it out if we can't use it.
}
if (menutyping.keyboardcapslock) else*/
{
if (tempkeyboardx == j && menutyping.keyboardy == i)
{ {
V_DrawFill(x + width - 4, y + 2, 2, 2, 121); V_DrawFill(x + 1, y + 1, width - 2, BUTTONHEIGHT - 2, col - 3);
V_DrawFill(x, y, width, 1, 121);
V_DrawFill(x, y + BUTTONHEIGHT - 1, width, 1, 121);
V_DrawFill(x, y + 1, 1, BUTTONHEIGHT - 2, 121);
V_DrawFill(x + width - 1, y + 1, 1, BUTTONHEIGHT - 2, 121);
mflag |= highlightflags;
}
else
{
V_DrawFill(x, y, width, BUTTONHEIGHT, col);
} }
} }
V_DrawCenteredString(x + (width/2), y + 1 + arrowoffset, tflag|mflag, buf); if (arrowoffset != 0)
} {
else if (c == KEY_RSHIFT)
{ {
V_DrawCenteredThinString(x + (width/2), y + 1, tflag|mflag, buf); V_DrawFill(x + width - 5, y + 1, 4, 4, 31);
}
x += width + 1; if (menutyping.keyboardcapslock)
j += buttonspacing; {
V_DrawFill(x + width - 4, y + 2, 2, 2, 121);
}
}
V_DrawCenteredString(x + (width/2), y + 1 + arrowoffset, mflag, buf);
}
else
{
V_DrawCenteredThinString(x + (width/2), y + 1, mflag, buf);
}
x += width + 1;
j += buttonspacing;
}
x = returnx;
y += BUTTONHEIGHT + 1;
} }
x = returnx;
y += BUTTONHEIGHT + 1;
} }
#undef BUTTONWIDTH #undef BUTTONHEIGHT
// Some contextual stuff
if (menutyping.keyboardtyping)
{
V_DrawThinString(returnx, 175, V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_GRAYMAP, "Type using your keyboard. Press Enter to confirm & exit.\nUse your controller or any directional input to use the Virtual Keyboard.\n");
}
else
{
V_DrawThinString(x, 175, V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_GRAYMAP, "Type using the Virtual Keyboard. Use the \'OK\' button to confirm & exit.\nPress any keyboard key not bound to a control to use it.");
}
} }
@ -665,20 +710,6 @@ void M_Drawer(void)
// GENERIC MENUS // GENERIC MENUS
// ========================================================================== // ==========================================================================
//
// M_DrawMenuTooltips
//
// Draw a banner across the top of the screen, with a description of the current option displayed
//
static void M_DrawMenuTooltips(void)
{
if (currentMenu->menuitems[itemOn].tooltip != NULL)
{
V_DrawFixedPatch(0, 0, FRACUNIT, 0, W_CachePatchName("MENUHINT", PU_CACHE), NULL);
V_DrawCenteredThinString(BASEVIDWIDTH/2, 12, V_ALLOWLOWERCASE|V_6WIDTHSPACE, currentMenu->menuitems[itemOn].tooltip);
}
}
// Converts a string into question marks. // Converts a string into question marks.
// Used for the secrets menu, to hide yet-to-be-unlocked stuff. // Used for the secrets menu, to hide yet-to-be-unlocked stuff.
static const char *M_CreateSecretMenuOption(const char *str) static const char *M_CreateSecretMenuOption(const char *str)

View file

@ -188,21 +188,34 @@ void M_MenuTypingInput(INT32 key)
// Fade-in // Fade-in
if (menutyping.menutypingclose) // closing if (menutyping.menutypingclose)
{ {
// Closing
menutyping.menutypingfade--; menutyping.menutypingfade--;
if (!menutyping.menutypingfade) if (!menutyping.menutypingfade)
menutyping.active = false; menutyping.active = false;
return; // prevent inputs while closing the menu. return; // prevent inputs while closing the menu.
} }
else // opening else
{ {
menutyping.menutypingfade++; // Opening
if (menutyping.menutypingfade > 9) // Don't fade all the way, but have it VERY strong to be readable const UINT8 destination = (menutyping.keyboardtyping ? 9 : 18);
menutyping.menutypingfade = 9;
else if (menutyping.menutypingfade < 9) if (menutyping.menutypingfade > destination)
return; // Don't allow typing until it's fully opened. {
menutyping.menutypingfade--;
}
else if (menutyping.menutypingfade < destination)
{
menutyping.menutypingfade++;
}
if (menutyping.menutypingfade != destination)
{
// Don't allow typing until it's fully opened.
return;
}
} }
// Determine when to check for keyboard inputs or controller inputs using menuKey, which is the key passed here as argument. // Determine when to check for keyboard inputs or controller inputs using menuKey, which is the key passed here as argument.